struct fd_batch *batch, *save_batch = NULL;
unsigned i;
- /* TODO maybe we don't want to allocate and flush a batch each time?
- * We could use a special bogus (ie. won't match any fb state) key
- * in the batch-case for compute shaders, and rely on the rest of
- * the dependency tracking mechanism to tell us when the compute
- * batch needs to be flushed?
- */
- batch = fd_bc_alloc_batch(&ctx->screen->batch_cache, ctx);
+ batch = fd_batch_create(ctx);
fd_batch_reference(&save_batch, ctx->batch);
fd_batch_reference(&ctx->batch, batch);